Pass { Tags{"LightMode" = "LightweightForward"} ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} CGPROGRAM #pragma target 3.0 #pragma multi_compile _ _MAIN_LIGHT_COOKIE #pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma glsl #pragma debug ${Defines} #include "LightweightLighting.cginc" ${Graph} struct GraphVertexOutput { float4 position : SV_POSITION; #ifdef LIGHTMAP_ON float4 lightmapUV : TEXCOORD0; #else float4 vertexSH : TEXCOORD0; #endif half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light ${Interpolators} UNITY_VERTEX_OUTPUT_STEREO }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); UNITY_SETUP_INSTANCE_ID(v); GraphVertexOutput o = (GraphVertexOutput)0; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); ${VertexShader} float3 lwWNormal = normalize(UnityObjectToWorldNormal(v.normal)); float4 lwWorldPos = mul(unity_ObjectToWorld, v.vertex); float4 clipPos = mul(UNITY_MATRIX_VP, lwWorldPos); #ifdef LIGHTMAP_ON o.lightmapUV.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; #else o.vertexSH = half4(EvaluateSHPerVertex(lwWNormal), 0.0); #endif o.fogFactorAndVertexLight.yzw = VertexLighting(lwWorldPos.xyz, lwWNormal); o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z); o.position = clipPos; return o; } fixed4 frag (GraphVertexOutput IN) : SV_Target { ${LocalPixelShader} SurfaceInputs surfaceInput = (SurfaceInputs)0; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Albedo = float3(0.5, 0.5, 0.5); float3 Specular = float3(0, 0, 0); float Metallic = 0; float3 Normal = float3(0, 0, 1); float3 Emission = 0; float Smoothness = 0.5; float Occlusion = 1; float Alpha = 1; ${SurfaceOutputRemap} #if defined(UNITY_COLORSPACE_GAMMA) Albedo = Albedo * Albedo; Emission = Emission * Emission; #endif #if _NORMALMAP half3 normalWS = TangentToWorldNormal(Normal, WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal); #else half3 normalWS = normalize(WorldSpaceNormal); #endif #if LIGHTMAP_ON half3 indirectDiffuse = SampleLightmap(IN.lightmapUV.zw, normalWS); #else half3 indirectDiffuse = EvaluateSHPerPixel(normalWS, IN.vertexSH); #endif half4 color = LightweightFragmentPBR( WorldSpacePosition, normalWS, WorldSpaceViewDirection, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, Albedo, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha); // Computes fog factor per-vertex ApplyFog(color.rgb, IN.fogFactorAndVertexLight.x); #if _AlphaOut color.a = Alpha; #else color.a = 1; #endif #if _AlphaClip clip(Alpha - 0.01); #endif return color; } ENDCG }